Download Excalibur PL13-2 User`s guide
Transcript
User’s Guide for Talking Electronic Darts Model No. PL13-2 www.ExcaliburElectronics.com C ongratulations on your purchase of the Talking Electronic Darts from Excalibur Electronics, Inc! You and your friends will enjoy hours of challenging fun with this innovative product. It includes 25 popular game series, such as Cricket and 301 to 1001. Your Talking Electronic Darts is easy to use, but be sure to use it safely. Before starting, please read this manual thoroughly, especially noting safety and care. Keep this manual for reference. This package includes one Talking Electronic Dartboard, three red-checkered darts, three blue-checkered darts and its User’s Guide. Table of Contents Installing Batteries. . . . . . . . . . . . . . . . . . . . . . . . . page 3 Functions of Buttons . . . . . . . . . . . . . . . . . . . . . . . page 5 LCD Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . .page 6 How to Use . . . . . . . . . . . . . . . . . . . . . . . . . . . . . page 9 Installing Your Dartboard . . . . . . . . . . . . . . . . page 9 Setting Up Your Game . . . . . . . . . . . . . . . . . . page 9 How to Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .page 11 General Dart Rules. . . . . . . . . . . . . . . . . . . . . page 11 Dart Games. . . . . . . . . . . . . . . . . . . . . . . . . . . page 12 Special Care & Handling . . . . . . . . . . . . . . . . . . . .page 25 Battery Information. . . . . . . . . . . . . . . . . . . . . . . . page 25 90-Day Limited Warranty. . . . . . . . . . . . . . . . . . . . page 27 The legendary King Arthur brandished a magic sword, Excalibur, from which we take our company name. With this unique weapon in his hands, he could not be vanquished. Although Excalibur Electronics can’t claim the magical secrets of Merlin, King Arthur’s court wizard, sometimes our patented technology may make it seem as if we could. The Electronic Dartboard is another unmatched innovation of Excalibur Electronics. We make you think. 2 3 GAME/ PLAYER/ DELETE DOUBLE RING (X2) ADAPTOR JACK SEGMENT NUMBERS TRIPLE 20 TOP SCORE (60 POINTS) OUTER BULL’SEYE (25 POINTS) TRIPLE RING (X3) Figure 2 OPTION/ HOLD/ SOUND CHANGE/ RE-START What’s Included Adapter (optional, but not included) Output: 9V DC 100 mA (+ -) INNER BULL’S-EYE (50 POINTS) SINGLE RINGS (X1) Figure 3 Figure 5 CATCHER (0 POINTS) Figure 4 Figure 1 4 Figure 6 5 LCD Display Installing Batteries Install three AA batteries, making sure to match the polarity (+ and -) with the diagram inside the battery compartment. Press the battery compartment lid back into the dartboard. It will snap in place once it’s properly closed. Your Talking Electronic Darts requires three AA batteries. To install batteries, carefully open the battery compartment located on the bottom of the front-side of the dartboard. Use your thumbs to press down on both sides of the battery compartment lid and slide it down. Function of Buttons scroll through the players’ scores; press to review the current game; press to delete the current score list. CHANGE: Press to confirm the set up when setting up a game; press to confirm the next player in a game or to begin a new game. Press to select a Double In, Triple In or Normal game settings. Press to turn the sound on or off. Press to pause during a game. OPTION/HOLD: Press to scroll through game and player options when setting up a game; press to GAME/PLAYER: Figure 7 The LCD display is divided player’s score or the target portion can mean one of the L or H followed by a number into three portions; each number for the current player. means the leader’s score for following depending on which the games Over and Under. game is played, as shown on Pit followed by a number Figure 7. means it’s the pitcher’s turn. A. bA followed by a number The A section of the LCD means it’s the batter’s turn in display is located on the top some games. center of the LCD display. 6 Numbers means the current P#F# 7 or t#F# will show which player won the game. For instance, P4F1 means Numbers means the target bottom left of the LCD display. means the number of player’s score or the next db or bE when playing #L means the current number for the current player. Player 4 won. t5F1 means Team 5 won. R-# rounds. Numbers two through seven when playing Snook Soccer means the player means the target number is should hit a double ring (db ) any number between two through seven. B. The B section of the LCD display is located on the no dart on the number. when The lower three marks indicate the current close status. The upper left marks lights playing up to indicate a player has residual Bull’s Eye is to be hit The top mark lights up to bE-# by the pitcher. Display is located on the 8 player’s Lives (marks). means residual darts. The C section of the LCD play. indicate the current player has player’s target number. English Cricket means the C. bottom right of the LCD dis- Numbers means the next or the Bull’s Eye (bE). ##DT when playing Free The middle mark lights to closed the number. indicate the number has been B & C: closed by all other players and The close status of each the current player cannot get number is displayed on the bot- points from this number after tom rows for each player. he or she closed the number. 9 How to Use According to the international standard, the center of the Bull’s Eye should be located five feet eight inches (or 173 centimeters). The throwing line should be seven feet nine inches (or 237 cm). Installing Your Talking Electronic Darts To install your dartboard, choose a suitable and safe location. Be sure to choose a location that is close to an electrical wall outlet, if you choose to use an adapter. Excalibur recommends following the international standard for your dartboard’s height and distance, as shown To hang your dartboard in this height, drill the upper screw at a height of six feet three and seven-eighth inches (or 193 cm) from the floor. Drill the lower screw exactly one foot three and threefourths inches (or 40 cm) below the upper screw. This will be five feet one and onefifth inches (or 153 cm), as shown on Figure 9. After you’ve drilled the screws into the walls at the appropriate heights, carefully hang your dartboard securely on the two screws. Lightly pull down on the dartboard to insure it is securely in place before letting go. Figure 8 on Figure 8. 10 The two fixed screws should be no longer than 0.24 inches (or six millimeters) in length to prevent screwing into electrical wiring inside of your walls and to securely hang your dartboard. use an adapter (not included) to plug your dartboard into an electrical socket. Then, make sure your dartboard is properly hung on the wall. Press any button to stop the LCD auto-test scanning. Press the GAME button to select a desired game series, and press the OPTION button to select a desire game option. Please refer to the Game Name Chart on page 11. Once you’ve found your desired game series and game option, press the CHANGE button to confirm. Figure 9 Setting Up Your Game First, make sure your dartboard is powered; you can install batteries as explained in the “Installing Batteries” section on page 3 or you can Press the OPTION button to select a single, double, or triple IN game and press the CHANGE button to confirm. 11 If you’re playing an ’01 game, press the OPTION button to select a single, double or triple OUT game and press the CHANGE button to confirm. to start the game. After each player finishes their round, press the CHANGE button to move on to the next player. When you are finished playing a game, press and hold the CHANGE button for two seconds to restart a new game. Press the GAME button to select the number of players or two teams. Press the CHANGE button How to Play General Dart Rules triple, it is worth triple the number of points as the segment. If you throw the outer bull, it is worth 25 points. If you throw the inner bull, it is worth 50 points. These general dart rules apply to most all of the dart games. Exceptions will be noted in each individual game description. Dart Games Each player will be given three darts for each round. Any dart that bounces off or falls off of the dartboard shall not be re-thrown. After a player has finished his or her round, the player has to remove his or her darts from the dartboard. ’01 GAMES: 301, 501, 601, 701, 801, 901, A01 The object of the game is to reduce your score to zero. Players begin their game with a score equal to the game option number. For example, when playing a 501 game, all players begin their game with a score of 501. All players will throw in sequence. Players can determine throwing sequence by throwing the Bull. This means, the player that throws closest to the Bull’s Eye shall throw first. 12 If you throw a single, it is worth the same number of points as the segment. If you throw a double, it is worth double the number of points as the segment. If you throw a The round is bust (displayed as buSt) if a player goes over the amount and can not reach exactly zero. If the round goes bust, then the player’s score will return to the score from the previous round. For example, you are playing 501 and your score is 498. If 13 you throw a 15, then that round is bust and your score stays at 498. You can also choose to play DOUBLE/TRIPLE IN or DOUBLE/TRIPLE OUT with any of the ’01 Games. DOUBLE/TRIPLE IN means the player must hit a number in the double or triple ring or the inner Bull’s Eye to begin the game. To begin, preset a number of rounds in the dartboard. You can select 6 through 15 rounds. The winner will have the highest total score after the preset number of rounds. A DOUBLE is worth two points. COUNT UP: 100, 200, 300, An OUTER 3 points. 400, 500, 600, 700, 800, 900 The object of the game is to reach the preset total score first. Each player begins their game with zero points. / TRIPLE OUT means the player must hit a number in the double or triple ring or the inner bull to reach the final score of zero to complete the game. The round will be bust if the player’s score falls to one point under the double out option status. DOUBLE To begin, preset a final total score. You can choose 100 through 900 (in increments of 100). The first player to reach or go over this final score wins. HIGH SCORE: 6rd, 7rd, RANDOM SHOT: 6rd, 7rd, 8rd, 9rd, 10rd, 11rd, 12rd, 13rd, 14rd, 15rd 8rd, 9rd, 10rd, 11rd, 12rd, 13rd, 14rd, 15rd The object of the game is to reach the highest total score within a preset number of rounds. 14 The object of the game is to hit the same segment as the number that is displayed on C section of the LCD Display. A point. SINGLE the right to re-issue a new leader’s score and not lose any lives even though the new leader’s score may be higher than the previous leader’s score. is worth one A TRIPLE is worth three points. BULL Every missed dart is worth 60 points. is worth If you’re not playing the Leader (LDR) option, the leader will also lose a life when he or she has a score that is over the leader’s score (which is his or her own score). The leader’s score can only be changed to a lower score. An INNER BULL is worth 5 points. You can select 6through 15 rounds. The player with the highest final score wins. UNDER: Ldr, bot The object of the game is to shoot a three-dart score that is equal to or less than the “Leader’s Score.” Each player starts with seven “lives” and the last player “alive” wins. OVER: Ldr, toP The object of the game is to shoot a three-dart score that is more than or equal to the “Leader’s Score.” Each player starts with seven “lives” and the last player “alive” wins. Your score will become the new leader’s score and you will not lose a life when your score is equal to or lower than the previous leader’s score. If it is not, you will lose a life. The previous leader has 15 Your score will become the new leader’s score and you will not lose a life when your score is equal to or greater than the previous The first player to reach zero or below zero wins. leader’s score. If it is not, you will lose a life. The previous leader has the right to re-issue a new leader’s score and not lose any lives even though the new leader’s score may be less than the previous leader’s score. CLOCK 1: —-, -2-, -3- The object of the game is to hit each number once in sequence followed by the Bull’s Eye. Every player must first hit the number one, then two, etc. If you’re not playing the Leader (LDR) option, the leader will also lose a life when he or she has a score that is less than the leader’s score (which is his or her own score). The leader’s score can only be changed to a greater score. You can select one of the following options for the game. If you choose the —option, all doubles and triples will count as singles. If you choose the -2option, each player must hit each double once. COUNT DOWN: 100, 200, 300, 400, 500, 600, 700, 800, 900 If you choose the -3option, each player must hit each triple once. The object of the game is to reduce your score to zero. Each player will begin with the preset number of points (100 through 900). The points they earn for their shots will be deducted from their total score. CLOCK 2: —-, -2-, -3- The object of the game is to hit each number once clockwise on the dartboard followed by the Bull’s Eye. 16 9-LIVES: 3LF, 4LF, 5LF, Each player starts with 20 and ends with five. The sequence is as follows: 20, 1, 18, 4, 13, 6, 10, 15, 2, 17, 3, 19, 7, 16, 8, 11, 14, 9, 12, 5, and the Bull’s Eye. 6LF, 7LF, 8LF, 9LF The object of the game is to throw numbers one through twenty followed by the Bull’s Eye in sequence within the preset number of “lives.” After hitting each number, the player may proceed to the following number. The first player to complete the sequence in order and hit the Bull’s Eye wins. Each player begins with a preset number of “lives.” You can choose three through nine. In each round, the players will hit the target number with one of their darts. If a player misses the target with all three darts, he or she will lose a life. CLOCK 3: —-, -2-, -3- The object of the game is to hit each number once counter-clockwise on the dartboard followed by the Bull’s Eye. Each player starts with 20 and ends with one. The sequence is as follows: 20, 5, 12, 9, 14, 11, 8, 16, 7, 19, 3, 17, 2, 15, 10, 6, 13, 4, 18, 1, and the Bull’s Eye. The last player remaining alive or the first player to complete the sequence wins. BEST TEN: —-, -2-, -3-, -E- The object of the game is to track the ten best darts based on the number shown on the LCD Display. After hitting each number, the player may proceed to the following number. The first player to complete the sequence in order and hit the Bull’s Eye wins. 17 Select either a —-, -2-, -3-, or -E- game first. —means whole segments; -2means doubles; -3- means triples; and -E- means the Bull’s Eye. specific number, that player can continue to accrue points on that number every time he or she throws that number until all of the other player’s close on that number too. The dartboard issues a random number at the beginning of the game. All players needs to throw 10 darts in a round at the target number. Depending on the option you chose, doubles, triple and Bull’s Eye may or may not count. The player with the highest points wins after all player’s have thrown their 10 darts. If you choose to play “No Score” Cricket, the object of the game is to close numbers 15 through 20 plus the Bull’s Eye. There are no additional points. CRICKET: Sco, no ENGLISH CRICKET The object of the game is to throw numbers 15 through 20 plus the Bull’s Eye. The target number can be hit in any order. The first player to throw all numbers plus the Bull’s Eye wins. English Cricket is a twoplayer game only. One player acts as the pitcher, the other player acts as the batter. The pitcher’s object is to accumulate nine wickets as soon as possible. The batter’s object is to accumulate as many points as possible before the pitcher accumulates nine wickets. A player closes on a specific number by hitting one triple, or one double plus one single, or three singles. In regards to the Bull’s Eye, the outer bull is considered a single and the inner bull is considered a double. After a player “closes” a 18 The pitcher’s target is the Bull’s-Eye. The outer bull counts as one wicket; the inner bull counts as two wickets. If the pitcher hits another number, it does not count. HALVE IT: 12rd, rAn The batter can throw any single, double or triple until the pitcher accumulates nine wickets. The score counts only when the total score per round are over 40 points. For example, if the batter’s score is 46, subtract 40 and the batter’s final score is 6. The object of the game is to throw the random number displayed on the LCD display. The target number will not change within one round; all players will need to hit this number with at least one of their darts within the round. Doubles and triples count for the target number. The game is over after the second scored round is finished. If a player does not hit the target number with at least one of his or her three darts, that player’s score will be automatically cut in half. CUT-THROAT CRICKET The object of the game is to throw numbers 15 through 20 plus the Bull’s Eye. It’s essentially the same game as Cricket, except that when a player closes a number, every time that player hits that number, the score is given to the opponents that have that same number open. The LCD display will display a new target number for each round. If you chose to play the random (RAN) version, the game will progress until all players have thrown three darts for seven rounds. The first player to throw all numbers plus the Bull’s Eye and has the lowest score wins. If you chose to play the 12 Round (12RD) version, the game will continue for 12 rounds. 19 ALL 51 BY 61, 71, 81, 91 5: 31, 41, 51, by the leader. The single, double and triple numbers are different. The object of the game is to reduce each round’s score from the preset score of 31 through 91; however, the total points for each round must be divisible by five to receive any score. For example, if a player gets 25 points on a round, his or her score is 5 (25 ÷ 5 = 5). Each player will start with seven lives and the last person “alive” wins. The LCD display will show a target number. The first person to hit the target number is the leader. The leader will issue a target number for each round. Each player must hit the target number with one of his or her three darts or else lose a life. Any score that is not divisible by 5 is not counted. If a player misses any of the three darts, his or her score is not counted too. A new player can become the leader if he or she hits the target number and hitting the score area again. The round is bust when a player reaches a score higher than the residual score. The winner must finish with exactly zero. The previous leader has the right to reissue a new leader’s target number and no lose any lives even if the new leader’s target numbers are different from the previous leader’s score. The first player to reach zero wins. FOLLOW Ldr, Con THE LEADER: The object of the game is to hit “target number” issued 20 The dartboard will also display “1-3” target number automatically after pressing the seventh round. the Change button if a player hits the target number can becomes the leader, even if he or she missed all residual darts during his or her round. To play Shanghai II, follow the same rules as Shanghai I except a player can win instantly in any three darts rounds by hitting a single, double and triple in any order during play. If you choose to play the Continue option, the game is played the same except the leader also has to hit the target number if all other players do not. If not, he or she will lose a life. The game always “continues” on the same target number until one player hits this target number, then a new target number can be chosen. To play Shanghai III, players take turns throwing at numbers one through 20 in sequence. A player can win instantly by hitting a single, double, and triple in any order during a round. The player with the highest score after the last player throws the third dart in the seventh round or the player to reach and hit 20 wins. SHANGHAI: I, II, III The object of the game is to throw specific numbers in sequence within seven rounds. SCRAM: 7t, 21t To play Shanghai I, players target one in round one, two in round two and continue until they target seven in round seven. The player with the highest score wins the game after the final player throws the third dart in If you choose to play 21 Target Scram (21t), the object of the game is to throw all the numbers, 1 through 20, plus the Bull’s Eye. One player acts as the Scorer, whose goal is to score as many points as possible by hitting any one of 21 the numbers. Another player acts as the Stopper, whose goal is to hit each of the numbers 1 through 20 once and the Bull’s Eye in any order. To start the game, each player throws one dart with the opposite hand (if you’re right handed, throw with your left hand; if you’re left handed, throw with your right hand). Every player needs a different number from one another. The Scorer round is finished when all numbers are erased. The person with the highest score wins the game. Each player needs to hit his or her own number to add one life to each hit. A player may add one life to another player by throwing his or her number. If you choose to play 7 Target Scram (7t), the object of the game is to throw 15 through 20 plus the Bull’s Eye. Each must be hit three times to close that number. Stoppers erase a specific number by hitting one triple, one double plus one single or three singles. The outer bull is considered a single and the inner bull is considered one double. Every player can become a killer by throwing the preset target number (i.e. lives three through seven). The LCD display will show “ ## ” when a player becomes a killer. KILLER: 3LF, 4LF, 5LF, 6LF, 7LF, dbl The object of the game is to kill your opponent before he or she can kill you. The last person alive wins. 22 If you choose to play with the double option, a player must hit the “DOUBLE RING” of his or her number once and then he or she becomes a killer. The killer must also hit the “DOUBLE RING” of his or her opponents’ numbers to kill them. A killer may accidentally commit suicide if a balls” you hit, the higher your score. player hits his or her number. A killer will remain a killer throughout the game unless he or she loses all of his or her lives. All players throw number one through nine in order. To get to nine, one must hit one through eight. Only the nine is worth points. Once you’ve hit nine, then throw the sequence again. SOCCER: 6rd, 7rd, 8rd, 9rd, 10rd, 11rd, 12rd, 13rd, 14rd, 15rd Players in this game are not limited to three darts per round. The current player can continue to throw darts until he or she misses his or her target. The object of the game is to take possession of the ball by hitting the Bull’s Eye first, then kicking for the goal by hitting as many double segments as possible. Before the game, select the winning score from four through 13. The first player to reach this score wins. Another player can take possession of the ball by hitting the Bull’s Eye. Each double will count as one point. The player with highest score wins. SNOOKER the BILLIARD 9 BALL: 4-13 option The object of the game is to hit as many “nine balls” as possible. The more “nine 23 The object of this game is to cross hit one red ball followed by one colored ball. The colored balls, 2 through 7, shall be hit after the player hits the final red ball (Bull’s Eye) and colored ball. The player with the highest points wins. FREE The red balls are 8through 20 plus the Bull’s Eye. These need to be hit in sequential order. Each hit is worth one point. The object of the game is to throw 10, 20, or 30 darts per round and get the highest score. This game players all singles, doubles, triples and Bull’s Eye. The player with the highest score wins. The colored balls are two through seven. Each colored ball is worth the same as its segment number. Special Care & Handling • Avoid rough handling such as bumping or dropping. • Avoid moisture and extreme temperatures. For best results, use between the temperatures of 39ºF and 100ºF (4º C and 38º C). • Clean using only a slightly damp cloth. Do not use cleaners with chemical agents. Battery Information • Batteries should be installed and replaced only by an adult. • Talking Electronic Darts uses three AA batteries, not included. • Do not mix alkaline, standard (carbon-zinc) or rechargeable (nickel-cadmium) batteries. • Do not mix old and new batteries. • Do not use rechargeable batteries. • Remove exhausted batteries from the unit. • Do not short circuit battery terminals. • Remove batteries and store them in a cool, dry place when not in use. • To avoid explosion or leakage, do not dispose of batteries in a fire or attempt to recharge alkaline or other non-rechargeable batteries. • Install batteries so that the polarity (+ and -) matches the diagrams in the battery compartment. • Use only batteries of the same type and equivalency. The game does not limit three darts per round. A player can continue to throw until he or she misses the target. Players will take turns when the player misses all three darts at the beginning of the round or the player misses. . 24 25 This device complies with Part 15 of the FCC Rules. Operation is subject to the following two conditions: (1) this device may not cause harmful interference, and (2) this device must accept any interference received, including interference that may cause undesired operation. NOTE: This equipment has been tested and found to comply with the limits for a Class B digital device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide reasonable protection against harmful interference in a residential installation. This equipment generates, uses and can radiate radio frequency energy and, if not installed and used in accordance with the instructions, may cause harmful interference to radio communications. However, there is no guarantee that interference will not occur in a particular installation. If this equipment does cause harmful interference to radio or television reception, which can be determined by turning the equipment off and on, the user is encouraged to try to correct the interference by one or more of the following measures: • Reorient or relocate the receiving antenna. • Connect the equipment into an outlet on a circuit different from that to which the receiver is connected. • • Increase the separation between the equipment and receiver. Consult the dealer or an experienced radio/TV technician for help. Excalibur Electronics reserves the right to make technical changes without notice in the interest of progress. 26 LIMITED 90-DAY EXCALIBUR ELECTRONICS, INC., warrants to the original consumer that its products are free from any electrical or mechanical defects for a period of 90 DAYS from the date of purchase. If any such defect is discovered within the warranty period, EXCALIBUR ELECTRONICS, INC., will repair or replace the unit free of charge upon receipt of the unit, shipped postage prepaid and insured to the factory address shown at right. The warranty covers normal consumer use and does not cover damage that occurs in shipment or failure that results from alterations, accident, misuse, abuse, neglect, wear and tear, inadequate maintenance, commercial use, or unreasonable use of the unit. Removal of the top panel voids all warranties. This warranty does not cover cost of repairs made or attempted outside of the factory. Any applicable implied warranties, including warranties of merchantability and fitness, are hereby limited to 90 DAYS from the date of purchase. Conse-quential or incidental damages resulting from a breach of any applicable express or implied warranties are hereby excluded. Some states 27 WARRANTY do not allow limitations on the duration of implied warranties and do not allow exclusion of incidental or consequential damages, so the above limitations and exclusions in these instances may not apply. The only authorized service center in the United States is: Excalibur Electronics, Inc. 13755 SW 119th Ave Miami, Florida 33186 U.S.A. Phone: 305.477.8080 Fax: 305.477.9516 www.ExcaliburElectronics.com Ship the unit carefully packed, preferably in the original carton, and send it prepaid, and adequately insured. Include a letter, detailing the complaint and including your daytime telephone number, inside the shipping carton. If your warranty has expired and you want an estimated fee for service, write to the above address, specifying the model and the problem. PLEASE DO NOT SEND YOUR UNIT WITHOUT RECEIVING AN ESTIMATE FOR SERVICING. WE CANNOT STORE YOUR UNIT! We make you think! EXCALIBUR ELECTRONICS, INC. 13755 SW 119TH AVENUE MIAMI, FLORIDA 33186 U.S.A. PHONE: 305.477.8080 FAX: 305.477.9516 Play games live at: www.ExcaliburElectronics.com PL13-2 (MA) TalkElecDarts 061006 V7